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authorBrian Paul <[email protected]>2010-01-04 19:53:28 -0700
committerBrian Paul <[email protected]>2010-01-04 19:53:30 -0700
commitf6c2d1f94ffa8f87b22ed1ff5c465d0e9aa1489e (patch)
tree3a0902a4971600e20320fdc35da21f000da820f6 /src/mesa/drivers/dri/i915
parent32b9983c0a593c0b50a44ddae829dee820cfd448 (diff)
mesa: make texture BorderColor a union of float/int/uint
When we have integer-valued texture formats, the texture border color must also store integer and uint values. With GL 3.0, the new glTexParameterIiv() and glTexParameterIuiv() functions can set the border color to int or uint values.
Diffstat (limited to 'src/mesa/drivers/dri/i915')
-rw-r--r--src/mesa/drivers/dri/i915/i830_texstate.c8
-rw-r--r--src/mesa/drivers/dri/i915/i915_texstate.c8
2 files changed, 8 insertions, 8 deletions
diff --git a/src/mesa/drivers/dri/i915/i830_texstate.c b/src/mesa/drivers/dri/i915/i830_texstate.c
index 27c5aa1e085..7525f9f2e05 100644
--- a/src/mesa/drivers/dri/i915/i830_texstate.c
+++ b/src/mesa/drivers/dri/i915/i830_texstate.c
@@ -304,10 +304,10 @@ i830_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
}
/* convert border color from float to ubyte */
- CLAMPED_FLOAT_TO_UBYTE(border[0], tObj->BorderColor[0]);
- CLAMPED_FLOAT_TO_UBYTE(border[1], tObj->BorderColor[1]);
- CLAMPED_FLOAT_TO_UBYTE(border[2], tObj->BorderColor[2]);
- CLAMPED_FLOAT_TO_UBYTE(border[3], tObj->BorderColor[3]);
+ CLAMPED_FLOAT_TO_UBYTE(border[0], tObj->BorderColor.f[0]);
+ CLAMPED_FLOAT_TO_UBYTE(border[1], tObj->BorderColor.f[1]);
+ CLAMPED_FLOAT_TO_UBYTE(border[2], tObj->BorderColor.f[2]);
+ CLAMPED_FLOAT_TO_UBYTE(border[3], tObj->BorderColor.f[3]);
state[I830_TEXREG_TM0S4] = PACK_COLOR_8888(border[3],
border[0],
diff --git a/src/mesa/drivers/dri/i915/i915_texstate.c b/src/mesa/drivers/dri/i915/i915_texstate.c
index db71c009413..3ee4c8653a9 100644
--- a/src/mesa/drivers/dri/i915/i915_texstate.c
+++ b/src/mesa/drivers/dri/i915/i915_texstate.c
@@ -348,10 +348,10 @@ i915_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
}
/* convert border color from float to ubyte */
- CLAMPED_FLOAT_TO_UBYTE(border[0], tObj->BorderColor[0]);
- CLAMPED_FLOAT_TO_UBYTE(border[1], tObj->BorderColor[1]);
- CLAMPED_FLOAT_TO_UBYTE(border[2], tObj->BorderColor[2]);
- CLAMPED_FLOAT_TO_UBYTE(border[3], tObj->BorderColor[3]);
+ CLAMPED_FLOAT_TO_UBYTE(border[0], tObj->BorderColor.f[0]);
+ CLAMPED_FLOAT_TO_UBYTE(border[1], tObj->BorderColor.f[1]);
+ CLAMPED_FLOAT_TO_UBYTE(border[2], tObj->BorderColor.f[2]);
+ CLAMPED_FLOAT_TO_UBYTE(border[3], tObj->BorderColor.f[3]);
if (firstImage->_BaseFormat == GL_DEPTH_COMPONENT) {
/* GL specs that border color for depth textures is taken from the